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path: root/frontend/_rigidbody/rigidbody_3.js
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/// <reference path="../scripts/jquery-3.5.1.min.js"/>
/// <reference path="vec2.js" />
/// <reference path="mat4.js" />
/// <reference path="shader.js" />
/// <reference path="circle.js" />

function main() {
    // Define Constants
    const CIRCLE_RADIUS = 16;
    const GRAVITY = 9.8;
    const COF_OF_RESTITUITION = 0.7;

    // Retrieve context
    const lProgramContext = getContext('#rigidbody_3');

    if (lProgramContext.gl === null) {
        console.error('Unable to initialize WebGL. Your browser or machine may not support it.');
        return;
    }

    lProgramContext.gl.clearColor(0.0, 0.0, 0.0, 1.0);
    lProgramContext.gl.clear(lProgramContext.gl.COLOR_BUFFER_BIT);

    function run() {
        console.log('Running Rigid Body 3');
        lProgramContext.load().then(function(pProgramInfo) {
            // Circile initialization
            const horizontalCircle = circle(lProgramContext.gl, CIRCLE_RADIUS, 30, [
                    { x: 1, y: 1, z: 0, w: 1 },
                    { x: 1, y: 0, z: 1, w: 1 },
                    { x: 0, y: 1, z: 1, w: 1 },
                    { x: 0, y: 1, z: 0, w: 1 }
                ], vec2(400, lProgramContext.height / 2.0));

            const verticalCircle = circle(lProgramContext.gl, CIRCLE_RADIUS, 30, [
                    { x: 1, y: 0, z: 0, w: 1 },
                    { x: 0, y: 1, z: 0, w: 1 },
                    { x: 0, y: 0, z: 1, w: 1 }
                ], vec2(lProgramContext.width / 2.0, lProgramContext.height / 2.0 + 100));

            horizontalCircle.velocity = vec2(-100, 0);
            verticalCircle.velocity = vec2(0, -100);

            lTimeStepScale = $('#time_step_slider').val();

            /**
             * Run the update method of a single circle
             * 
             * @param {circle} pCircle 
             * @param {number} pDeltaTimeSeconds 
             */
            function updateCircle(pCircle, pDeltaTimeSeconds) {
                // Same physics updates from part 1
                applyForce(pCircle, vec2(0, -1.0 * (pCircle.mass * GRAVITY)));
                const lCurrentAcceleration = scaleVec2(pCircle.force, 1.0 / pCircle.mass);
                pCircle.velocity = addVec2(pCircle.velocity, scaleVec2(lCurrentAcceleration, pDeltaTimeSeconds));
                pCircle.prevPos = { ...pCircle.position };
                pCircle.position = addVec2(pCircle.position, scaleVec2(pCircle.velocity, pDeltaTimeSeconds));
                pCircle.force = vec2();

                // Same physics updates from part 2
                const lMomentOfInertia = getMomentOfInertia(pCircle);
                const lAngularAcceleration = pCircle.torque / lMomentOfInertia;
                pCircle.rotationVelocity += lAngularAcceleration * pDeltaTimeSeconds;
                pCircle.rotationRadians += pCircle.rotationVelocity * pDeltaTimeSeconds;
                pCircle.torque = 0;

                pCircle.model = rotateMatrix2d(translateMatrix(mat4(), pCircle.position.x, pCircle.position.y, 0), pCircle.rotationRadians);
            }

            function update(pDeltaTimeSeconds) {
                pDeltaTimeSeconds = pDeltaTimeSeconds * lTimeStepScale;
                updateCircle(horizontalCircle, pDeltaTimeSeconds);
                updateCircle(verticalCircle, pDeltaTimeSeconds);
                collision();
                render();
            }

            function collision() {
                if (!doCirclesIntersect(horizontalCircle, verticalCircle)) {
                    return false;
                }

                const lIntersectionResult = getIntersectionDataForCircles(horizontalCircle, verticalCircle);

                console.log('We have a collision');
                const lRelativeVelocity = lIntersectionResult.relativeVelocity,
                    lCollisionNormal    = lIntersectionResult.collisionNormal,
                    lFirstPerp          = getPerp2(lIntersectionResult.firstPointOfApplication),
                    lSecondPerp         = getPerp2(lIntersectionResult.secondPointOfApplication);

                console.log(lIntersectionResult);

                const lNumerator = dot2(scaleVec2(lRelativeVelocity, -(1.0 + COF_OF_RESTITUITION)), lCollisionNormal);
                const lLinearDenomPart = dot2(lCollisionNormal, (scaleVec2(lCollisionNormal, 1 / horizontalCircle.mass + 1 / verticalCircle.mass)));
                const lRotationalDenomPart = (Math.pow(dot2(lFirstPerp, lCollisionNormal), 2) / getMomentOfInertia(horizontalCircle)) 
                    + (Math.pow(dot2(lSecondPerp, lCollisionNormal), 2) / getMomentOfInertia(verticalCircle))

                const lImpulseMagnitude = lNumerator / (lLinearDenomPart + lRotationalDenomPart);

                horizontalCircle.velocity = addVec2(horizontalCircle.velocity, scaleVec2(lCollisionNormal, lImpulseMagnitude / horizontalCircle.mass));
                verticalCircle.velocity = subVec2(verticalCircle.velocity, scaleVec2(lCollisionNormal, lImpulseMagnitude / verticalCircle.mass));

                horizontalCircle.rotationVelocity = horizontalCircle.rotationVelocity + dot2(lFirstPerp, scaleVec2(lCollisionNormal, lImpulseMagnitude)) / getMomentOfInertia(horizontalCircle);
                verticalCircle.rotationVelocity = verticalCircle.rotationVelocity - dot2(lSecondPerp, scaleVec2(lCollisionNormal, lImpulseMagnitude)) / getMomentOfInertia(verticalCircle);

                return true;
            }

            function render() {
                lProgramContext.gl.clearColor(0.0, 0.0, 0.0, 1.0);
                lProgramContext.gl.clearDepth(1.0);
                lProgramContext.gl.enable(lProgramContext.gl.DEPTH_TEST);
                lProgramContext.gl.depthFunc(lProgramContext.gl.LEQUAL);
                lProgramContext.gl.clear(lProgramContext.gl.COLOR_BUFFER_BIT | lProgramContext.gl.DEPTH_BUFFER_BIT);
                lProgramContext.gl.useProgram(pProgramInfo.program);
                lProgramContext.gl.uniformMatrix4fv(pProgramInfo.uniformLocations.projection, false, lProgramContext.perspective);

                renderCircle(lProgramContext.gl, pProgramInfo, horizontalCircle);
                renderCircle(lProgramContext.gl, pProgramInfo, verticalCircle);
            }

            const TORQUE_MULTIPLIER = 100.0; // TODO: This may be unncessary
            function applyForce(pCircle, pForceVector, pPointOfApplication) {
                if (pPointOfApplication !== undefined) {
                    const lOriginToPointOfApp = subVec2(vec2(), pPointOfApplication),
                        lPerpVec = vec2(-lOriginToPointOfApp.y, lOriginToPointOfApp.x);
    
                        pCircle.torque += TORQUE_MULTIPLIER * dot2(lPerpVec, pForceVector);
                }

                pCircle.force = addVec2(pCircle.force, pForceVector);
            }

            function cleanup() {
                lProgramContext.gl.deleteBuffer(horizontalCircle.buffer);
                lProgramContext.gl.deleteBuffer(verticalCircle.buffer);
                lProgramContext.gl.deleteProgram(pProgramInfo.program);
                lProgramContext.gl.clearColor(0.0, 0.0, 0.0, 1.0);
                lProgramContext.gl.clear(lProgramContext.gl.COLOR_BUFFER_BIT);
            }

            function reset() {
                lExitRequestFunc();
                lProgramContext.reset();
                $('#time_step_slider').unbind('change');
            }

            const lExitRequestFunc = requestUpdateLoop(update, cleanup);
            lProgramContext.stopButton.on('click', reset);
            $('#time_step_slider').on('change', function() { lTimeStepScale = $(this).val(); });
        });
    }
    
    lProgramContext.playButton.on('click', run);
}

$(document).ready(main);